Mithral Current

Like the flashing rapids, thundering waterfalls and deep, silent depths of the ocean, disciples of Mithral Current embody the many forms and ever changing nature of water. The art of Mithral Current’s bladework began as a set of scattered abilities found across several different island nations. Through frequent cultural exchange, trade and war these techniques spread and mixed forming a unique style that blended the culture and history of many peoples. The discipline found its use among all walks of life, from noble palaces where the drawing of a blade was an act of social suicide to the slums of portside cities where a hidden blade was the only thing that could keep one safe. Mithral Current’s associated skill is Perform (dance), and its associated weapon groups are light blades, heavy blades, and polearms.

The Fine Art of Iaijutsu: Disciples of Mithral Current are swift striking warriors, and many of their maneuvers gain an added benefit if the disciple “draws their weapon as part of the attack.” For purposes of game mechanics, this means that the disciple has their weapon sheathed before initiating the maneuver, has the Quick Draw feat or a base attack bonus of +1 (allowing them to draw their weapon as part of a move action) and is initiating the maneuver using the weapon that is sheathed, drawing that weapon as a free action prior to initiating the maneuver (this can be done even if it isn’t your turn). As long as all three conditions are met, the Mithral Current disciple meets the requirements for these bonus effects to activate when initiating these maneuvers. A weapon is considered sheathed if it is in a non-threatening position, such as a monk putting their hands at their sides or in their pockets, a spear wielder pointing the tip of their spear into the ground, a soulknife with an unformed mind blade, or even a samurai keeping their katana in its sheath. The terminology of sheathing the weapon is only intended to serve as a shorthand for any number of ways a warrior can present themselves as non-threatening with their weapon.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

You threaten squares as if you were wielding sheathed weapons on your person, and can draw weapons as part of any type of attack (even while flat-footed). In addition, you gain the benefits of the Combat Reflexes feat, using your initiation modifier in place of your Dexterity modifier to determine the number of attacks of opportunity you can make.

Your melee attack deals +2d6 damage. If you drew your weapon as part of this strike, you can make this attack against a creature within close range, and your target must make a Will save or become vulnerable to silver.

Your melee attack deals +6d6 damage. If you drew your weapon as part of this strike, you can make this attack against a creature within close range, your target must make a Will save or become vulnerable to silver, and you can bull rush them with a bonus on your CMB check equal to your initiation modifier.

Make a Perform (Dance) check to negate an attack or in place of a Reflex Save. If you succeed, you can move up to your speed, drawing a sheathed weapon and making an attack back against the creature for +3d6 damage.

Make an opposed attack roll to negate an opponent’s attack. If you drew your weapon as part of this counter, you can attack the creature back for +5d6 damage, treating your weapons as silver while you do so.

You do not need to move in a straight line while charging, can charge through difficult terrain, and once per round, you can sheath your weapon as a free action that does not provoke attacks of opportunity. In addition, you increase any movement you make as part of a maneuver by 5 feet.

You threaten squares as if you were wielding sheathed weapons on your person, can draw weapons as part of any type of attack (even while flat-footed), and once per round, you can sheath your weapon as a free action that does not provoke attacks of opportunity. In addition, creatures you hit with an attack must make a Will save or become vulnerable to silver.

Your melee attack deals +8d6 damage. If you drew your weapon as part of this strike, you can make this attack against a creature within close range, your target must make a Will save or become vulnerable to silver, and you can trip them with a bonus on your CMB check equal to your initiation modifier.

Your speed increases by 10 feet, you gain a +6 dodge bonus to your AC against attacks of opportunity, your weapons are treated as silver, and once per round, you can sheath your weapon as a free action that does not provoke attacks of opportunity. In addition, you can make an attack against any creature that makes an attack of opportunity against you, dealing +3d6 damage. Your attacks as part of counters deal +3d6 damage.

Your melee attack deals +14d6 damage. If you drew your weapon as part of this strike, you can make this attack against a creature within close range, your target must make a Fortitude save or become dazed for 1d4 rounds, a Reflex save or be knocked prone, and a Will save or become vulnerable to silver.

For one round, you can make a Perform (dance) check in place of your AC and CMD, and can move up to 10 feet when attacked. At the start of your next turn, you can attack each creature that made an attack against you in the previous round, dealing +1d6 damage for each time a given creature missed you.

1st Level

Flowing Creek

Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.

Reaching Blade Stance

You can translate the momentum of your swift attacks into greater reach, striking foes who would normally be out of your range. While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess.

Ready the Draw

You have the ability to draw your weapon with blinding speed, channeling that motion into deadly attacks. While you maintain this stance, you are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making any type of maneuver or attack (including attacks of opportunity), even while flat-footed. In addition, you gain the benefits of the Combat Reflexes feat, even if you do not meet the normal prerequisites. You use your initiation modifier instead of your Dexterity modifier when determining the number of additional attacks of opportunity you can make each round.

Swift Current

One of the basic tenets of the Mithral Current is that all momentum can be turned into a powerful offensive tool. As an initiate of the discipline, you can use the momentum of drawing your blade from its sheath to increase a strike’s power. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack.

Tidal Blade

As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.

2nd Level

Calm the Storm

By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn.

Dual Crash

With a sudden reversal of direction, you strike an enemy when they least expect it—at the instant after they’d already been hit. Make a melee attack. If it hits, it deals weapon damage as normal. If you drew your weapon as part of this strike, you can make a second attack against the same target with a –2 penalty on the attack roll.

Iron Wave

By imitating the motions of ocean waves, you extend the reach of your blade beyond its edge. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach. The attack is still treated as a melee attack, and a creature struck must succeed at a Will save (DC 12 + your initiation modifier) or become vulnerable to silver until the end of your next turn. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

Ride the Wake

For a disciple of the Mithral Current discipline, stillness is death, and you acknowledge this fact by continuing to move even after striking your foes. If you drew a weapon as part of making an attack this round, you can initiate this boost to move up to your speed without provoking attacks of opportunity.

Riptide Strike

Like the dangerous tidal swells that pull swimmers out to sea and under the waves, you pull an opponent to the ground with your strike. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you may also make a trip attempt against them as a free action with a +2 competence bonus on your combat maneuver check. This trip attempt does not provoke an attack of opportunity.

3rd Level

Flowing Water Stance

You adopt a stance that maximizes free movement and speed, allowing you to dance around your opponents’ attacks and flow past obstacles like a rushing stream. While you maintain this stance, you gain a +4 dodge bonus to your AC and a +4 bonus on initiative checks. In addition, you can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it isn’t your turn.

Rippling Current

Your blade weaves in and out of your opponent’s sight to strike at an unexpected angle. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack.

Rushing Wake

With a sudden burst of speed, you charge towards a foe, skillfully knocking aside any others in your path. After initiating this boost, when you make a charge attack this round, you can make a trip attempt as a free action against each opponent adjacent to you at any point in your movement. These trip attempts do not provoke attacks of opportunity, although your movement still does as normal.

Salt Breeze Strike

Imitating the stinging winds of ocean storms, you strike with a debilitating slash and a spray of dust. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of initiating this strike, a struck target takes a –4 penalty on attack rolls for one round.

Blinding Reflection

Reflecting light off your blade like a pond bathed in moonlight, you temporarily blind an opponent and swiftly strike in the opening granted. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage. If you drew your weapon as part of this strike, a struck target must succeed at a Fortitude Save (DC 14 + your initiation modifier) or become blinded for 1 minute. If the target succeeds on their save, they are instead dazzled for one round.

Disruptive Wave

By sensing the ripples in reality caused by powerful magic, you are able to anticipate and strike before a spell takes effect. You can initiate this counter in response to being targeted by a power, psi-like ability, spell, or spell-like ability. Make a charge attack against the originator of the effect, moving up to twice your speed towards them as normal. If it hits, it deals weapon damage as normal, possibly interrupting the effect and increasing the DC of the Concentration check to not lose the effect by +4.

Ride the Current

By reading the movements of a foe, you are able to position yourself out of your enemy’s reach, striking as a final parting gift. You can initiate this counter in response to a melee or ranged attack being made against you. If your weapon is sheathed, you may draw it and make a melee attack against your attacker. If it hits, it deals weapon damage as normal. Regardless of whether or not you attacked, you can move up to 10 feet without provoking attacks of opportunity. You cannot make this counterattack if the target is not within your melee reach or otherwise targetable with a melee attack.

Drawing your blade in a powerful diagonal cut, you strike your foe with a brutal wave of kinetic energy. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach, and the target must succeed at a Will save (DC 14 + your initiation modifier) or become vulnerable to silver until the end of your next turn. In addition, you may also make a bull rush attempt against a struck target as a free action with a competence bonus on your combat maneuver check equal to your initiation modifier. This bull rush attempt does not provoke an attack of opportunity. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

Flowing Stream

Your graceful movements allow you to distance yourself from enemies’ attacks. You can initiate this counter response to a melee or ranged attack being made against you or when caught in an effect that requires a Reflex saving throw. Make a Perform (dance) check, using your opponent’s attack roll or the Reflex save DC as the DC. If you succeed, the attack is negated or you are otherwise unaffected by the effect, and you can move up to your speed without provoking attacks of opportunity towards the originator of the attack or effect. If your weapon is sheathed when you initiate this counter, you may draw it and make a melee attack against your attacker. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. You cannot make this counterattack if the target is not within your melee reach or otherwise targetable with a melee attack.

Mithral Flash

Though the Mithral Current discipline is noted for its graceful movements and artful dodges, you are just as capable of blocking blades as you are avoiding them. You can initiate this counter response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated. If you drew your weapon as part of this counter, you can make a make attack against your attacker. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and your weapon is treated as silver for the purposes of vulnerabilities and overcoming damage reduction. You cannot make this counterattack if the target is not within your melee reach or otherwise targetable with a melee attack.

Rapid Current

You unleash a rapid flurry of attacks at an enemy, carving deep wounds into their flesh. Make two melee attacks at your full base attack bonus. Each attack that hits deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of this strike, you can make a make one additional attack at your full base attack bonus. If it hits, it deals weapon damage as normal, and does not gain bonus damage from this strike.

Shifting Waters Stance

You dance your way across the battlefield, heedless of any obstacles between you and your target. While you maintain this stance, you do not need to move in a straight line while charging, and may move through difficult terrain while charging (although your movement is still reduced if you do so). In addition, any time a maneuver allows you to move as part of initiating it (including maneuvers that allow you to take a 5-foot step), you may move an additional 5 feet. You can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it is not your turn.

With a spinning slash, you strike down all foes near you. Make a melee attack roll and compare it to the AC of each adjacent opponent. If the attack roll hits a target, it deals weapon damage as normal plus an additional 3d6 points of damage. Use the same damage roll for each target. If you drew your weapon as part of this strike, you may attack all opponents within your reach in addition to those adjacent to you.

Crashing Wake

You rush across the battlefield, striking all foes in your path. When you initiate this maneuver, you can move up to 30 feet as a free action, provoking attacks of opportunity as normal. Make a single attack against each opponent adjacent to you at any point during your movement. If an attack hits, it deals weapon damage as normal, plus an additional 4d6 points of damage.

Endless Current

You channel the momentum of your attacks into a leaping dance, allowing you to maneuver across the battlefield with every blow. After initiating this boost, you can move up to 10 feet as a free action without provoking attacks of opportunity each time you make an attack until the start of your next turn.

Mithral Current Stance

You move with the speed and grace of a rapid flowing river, striking at blinding speeds. While you maintain this stance, any creature you hit with a melee attack must succeed at a Will save (DC 16 + your initiation modifier) or become vulnerable to silver until the end of your next turn. This effect resolves after your attack. In addition, you are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making any type of maneuver or attack (including attacks of opportunity), even while flat- footed. You can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it isn’t your turn. Creatures with vulnerability to silver take 50% more damage from silver weapons.

A wave of silver energy leaps from your blade to slash at a distant foe. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach, and the target must succeed at a Will save (DC 16 + your initiation modifier) or become vulnerable to silver until the end of your next turn. In addition, you may also make a trip attempt against a struck target as a free action with a competence bonus on your combat maneuver check equal to your initiation modifier. This trip attempt does not provoke an attack of opportunity. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

Blade of the Silver Sea

Your blade ripples and shimmers with a bright silver light as it strikes home and rends the flesh of your enemy. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage. If you drew your weapon as part of this strike, your attack is treated as silver for the purposes of vulnerability, automatically overcomes damage reduction, and suppresses any fast healing or regeneration the target has for a number of rounds equal to your initiation modifier. This strike cannot suppress regeneration that is not overcome by any type of damage, such as that possessed by a tarrasque. This maneuver is a supernatural ability.

Flowing River

The dance of the Mithral Current allows you to avoid an incoming effect and return the insult with great fury. You can initiate this counter in response to being targeted by or caught in an effect that allows a saving throw. Make a Perform (dance) check in place of your saving throw. If you succeed, you can immediately move to any space adjacent to the creature that originated the effect without provoking attacks of opportunity, even if the creature is further away than your movement speed. If your weapon is sheathed when you initiate this maneuver, you may draw it and make a melee attack against that creature. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage.

Raging Whirlpool Strike

With a whirling slash, you carve through all foes that presume to approach you. Make a melee attack roll and compare it to the AC of each adjacent opponent. If the attack roll hits a target, it deals weapon damage as normal plus an additional 5d6 points of damage. Use the same damage roll for each target. If you drew your weapon as part of this strike, you may make a second attack roll identical to the first. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage.

Mithral Lightning Stance

With blinding movements and rapid, graceful strikes, you are able to travel across the battlefield and bring death to any who would try to oppose you. While you maintain this stance, you gain a +10 foot enhancement bonus to each of your speeds, a +6 dodge bonus to your AC against attacks of opportunity, and your weapons are treated as silver for the purposes of vulnerabilities and overcoming damage reduction. Whenever an opponent makes an attack of opportunity against you, you can make a melee attack against them after their attack resolves. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. In addition, all attacks you make as part of counter maneuvers deal an additional 3d6 points of damage on a successful hit, and you can sheath your weapon once per round as a free action that does not provoke attacks of opportunity, even if it isn’t your turn.

A wave of blinding silver energy erupts from your blade to strike a distant foe. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 14d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach, and the target must succeed at a Fortitude save (DC 18 + your initiation modifier) or become dazed for 1d4 rounds, a Reflex save (DC + your initiation modifier) or be knocked prone, and a Will save (DC 18 + your initiation modifier) or become vulnerable to silver until the end of your next turn. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.

Riptide Slice

As a master of the Mithral Current discipline, you can make a cut so light and gentle it feels like a mere breeze while still rending your enemy to their very core. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 12d6 points of damage. If you drew your weapon as part of this strike, this attack is made against your opponent’s touch AC.

Dance of the Silver Hurricane

Having reached the epitome of the Mithral Current discipline, you know the dance of battle perfectly, and every step you take is attuned to that deadly rhythm. After initiating this counter, you can make a Perform (dance) check and use it in place of your AC or CMD against any attack or combat maneuver made against you until the start of your next turn. In addition, any time an attack or combat maneuver misses you during the duration of this counter, you can move up to 10 feet as a free action. You may choose to not provoke attacks of opportunity during this movement, or to provoke attacks of opportunity as normal.

At the start of your next turn, make melee attack roll and compare it to the AC of each creature that attacked you and missed while this counter was in effect. If the attack roll hits a target, it deals weapon damage as normal, and is treated as silver for the purposes of vulnerabilities and overcoming damage reduction. This attack affects creatures regardless of the distance between you and your opponents. If you drew your weapon as part of this counter, a struck opponent takes an additional 1d6 points of damage for each time it missed you while the counter was in effect (up to a maximum of 6d6 points of additional damage per creature).